Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_avalanche.h
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1#ifndef D_A_OBJ_AVALANCHE_H
2#define D_A_OBJ_AVALANCHE_H
3
4#include "dolphin/types.h"
7
8class dBgW;
9
19public:
26
27 /* 80BA6ED8 */ void initBaseMtx();
28 /* 80BA6F14 */ void setBaseMtx();
29 /* 80BA6FC8 */ int Create();
30 /* 80BA7178 */ int CreateHeap();
31 /* 80BA7370 */ int create1st();
32 /* 80BA73F4 */ int Execute(Mtx**);
33 /* 80BA7440 */ int checkCollapse();
34 /* 80BA75A4 */ int move();
35 /* 80BA7618 */ void event_proc_call();
36 /* 80BA76D4 */ void actionWait();
37 /* 80BA773C */ void actionOrderEvent();
38 /* 80BA7804 */ void actionEvent();
39 /* 80BA7888 */ void actionDead();
40 /* 80BA788C */ int demoProc();
41 /* 80BA7A50 */ void setEffect();
42 /* 80BA7AE8 */ int Draw();
43 /* 80BA7BA0 */ int Delete();
44
45 u8 getSwbit() { return fopAcM_GetParamBit(this, 0, 8); }
46 u8 getEvId() { return fopAcM_GetParamBit(this, 8, 8); }
48
49private:
51 /* 0x5A8 */ J3DModel* mModel;
52 /* 0x5AC */ mDoExt_bckAnm* mBckAnm;
53 /* 0x5B0 */ dBgW* mpBgW2;
54 /* 0x5B4 */ Mtx mMtx2;
55 /* 0x5E4 */ f32 field_0x5e4;
56 /* 0x5E8 */ u8 mAction;
57 /* 0x5E9 */ u8 mMapToolId;
58 /* 0x5EA */ u8 mTimer;
59 /* 0x5EC */ int mStaffId;
60 /* 0x5F0 */ s16 mEventIdx;
61};
62
63
64#endif /* D_A_OBJ_AVALANCHE_H */
Definition d_bg_s_movebg_actor.h:10
Definition d_bg_w.h:252
Avalanche.
Definition d_a_obj_avalanche.h:18
request_of_phase_process_class mPhase
Definition d_a_obj_avalanche.h:50
int move()
Definition d_a_obj_avalanche.cpp:182
void setAction(u8 action)
Definition d_a_obj_avalanche.h:47
s16 mEventIdx
Definition d_a_obj_avalanche.h:60
void initBaseMtx()
Definition d_a_obj_avalanche.cpp:14
mDoExt_bckAnm * mBckAnm
Definition d_a_obj_avalanche.h:52
f32 field_0x5e4
Definition d_a_obj_avalanche.h:55
u8 getEvId()
Definition d_a_obj_avalanche.h:46
int Execute(Mtx **)
Definition d_a_obj_avalanche.cpp:147
void setBaseMtx()
Definition d_a_obj_avalanche.cpp:32
void actionOrderEvent()
Definition d_a_obj_avalanche.cpp:216
void actionWait()
Definition d_a_obj_avalanche.cpp:207
int Create()
Definition d_a_obj_avalanche.cpp:76
void event_proc_call()
Definition d_a_obj_avalanche.cpp:195
void actionDead()
Definition d_a_obj_avalanche.cpp:243
u8 mTimer
Definition d_a_obj_avalanche.h:58
dBgW * mpBgW2
Definition d_a_obj_avalanche.h:53
int demoProc()
Definition d_a_obj_avalanche.cpp:253
J3DModel * mModel
Definition d_a_obj_avalanche.h:51
u8 mAction
Definition d_a_obj_avalanche.h:56
int checkCollapse()
Definition d_a_obj_avalanche.cpp:156
Mtx mMtx2
Definition d_a_obj_avalanche.h:54
int CreateHeap()
Definition d_a_obj_avalanche.cpp:109
int Delete()
Definition d_a_obj_avalanche.cpp:312
int create1st()
Definition d_a_obj_avalanche.cpp:135
u8 getSwbit()
Definition d_a_obj_avalanche.h:45
int Draw()
Definition d_a_obj_avalanche.cpp:301
u8 mMapToolId
Definition d_a_obj_avalanche.h:57
void setEffect()
Definition d_a_obj_avalanche.cpp:293
void actionEvent()
Definition d_a_obj_avalanche.cpp:232
Action
Definition d_a_obj_avalanche.h:20
@ ACTION_EVENT
Definition d_a_obj_avalanche.h:23
@ ACTION_ORDER_EVENT
Definition d_a_obj_avalanche.h:22
@ ACTION_DEAD
Definition d_a_obj_avalanche.h:24
@ ACTION_WAIT
Definition d_a_obj_avalanche.h:21
int mStaffId
Definition d_a_obj_avalanche.h:59
static void action(b_bh_class *param_0)
Definition d_a_b_bh.cpp:886
u32 fopAcM_GetParamBit(void *ac, u8 shift, u8 bit)
Definition f_op_actor_mng.h:228
f32 Mtx[3][4]
Definition mtx.h:15
Definition d_a_ep.cpp:155
Definition d_a_hozelda.cpp:56
Definition d_a_hozelda.cpp:14
float f32
Definition types.h:22
signed short s16
Definition types.h:5
unsigned char u8
Definition types.h:8